The de Mont Trading post is a highly detailed building, set on a Rural Winter tileset. Areas included: External view, Bar, Shops, Restaurant, Cellar, Upper level (includes library, guest rooms, etc). The bar features 100 custom drinks with a script that handles the effects of drinking. The shops contain customised items, including over 100 clothes, armors, weapons and more. There are restrooms based on midden scripts from Thameron and others (from the NWVault). And more... See deMontTradingPostNotes.txt in zip file for more details.
The "ff" scripts sound like the Fast French scripts for DB access. They shouldn't be required for that version of the Trading Post, I think, and can be safely removed.
We're working on a major update to this prefab - library, shop changes, etc. I've been holding off until the new CEP comes out to incorporate it into the module... Hopefully soon.
This is awesome (I've edited the convesations just a bit so that I can fit it into my world). This will actually give me a jumping off point for several story lines.
However I am hesitatnt to add it not knowing what the ff scripts do. What can I safely remove that will not hurt the module (it took me forever to remove the Hard Core rules once I figured out that they didn't work all that well in an NWN environment).
Any chance you post another prefab of this quality ?
Because you are probably one of the best with using the placeables with CEP.
Posted by LazjenWaitingForEmail ( 203.45.xxx.xxx ) at 2005-02-11 00:19:00
You need the expansion packs installed, patched to 1.65 and CEP installed. I used CEP 1.50. I notice there's a new version of CEP out, so I guess the next update to this will use CEP 1.51.
I'll also update the notes for the next release, and if I ever get the update link info, I'll update the description above.
Posted by TrollSlayer ( 220.233.xxx.xxx ) at 2005-02-09 21:27:00
"Missing HAK required"... ;P
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